Latching assembly for a pushbutton of an electronic gaming machine

ABSTRACT

An electronic gaming machine includes a cabinet, a main display coupled to the cabinet and configured to display a wagering game, and a button deck assembly slidably coupled to the cabinet. The button deck assembly includes a housing extending from a first end oriented to face the cabinet to an opposed second end, a pushbutton releasably coupled to the housing between the first end and the second end, a latch, and a lever. The latch is configured to pivot relative to the pushbutton between a first position, in which the latch engages the pushbutton to secure the pushbutton to the housing, and a second position, in which the latch is disengaged from the pushbutton. The lever is slidably coupled to the housing and configured to engage the latch, wherein movement of the lever relative to the housing pivots the latch between the first position and the second position.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application is a continuation of U.S. patent applicationSer. No. 17/039,344, filed Sep. 30, 2020, the disclosure of which isincorporated by reference herein in its entirety.

FIELD

The field of disclosure relates generally to electronic gaming, and moreparticularly, to a latching assembly for selectively coupling apushbutton or other mechanism to an electronic gaming machine (EGM).

BACKGROUND

Electronic gaming machines (“EGMs”) or gaming devices provide a varietyof wagering games such as slot games, video poker games, video blackjackgames, roulette games, video bingo games, keno games and other types ofgames that are frequently offered at casinos and other locations. Playon EGMs typically involves a player establishing a credit balance byinputting money, or another form of monetary credit, and placing amonetary wager (from the credit balance) on one or more outcomes of aninstance (or single play) of a primary or base game. In some cases, aplayer may qualify for a special mode of the base game, a secondarygame, or a bonus round of the base game by attaining a certain winningcombination or triggering event in, or related to, the base game, orafter the player is randomly awarded the special mode, secondary game,or bonus round. In the special mode, secondary game, or bonus round, theplayer is given an opportunity to win extra game credits, game tokens orother forms of payout. In the case of “game credits” that are awardedduring play, the game credits are typically added to a credit metertotal on the EGM and can be provided to the player upon completion of agaming session or when the player wants to “cash out.”

“Slot” type games are often displayed to the player in the form ofvarious symbols arrayed in a row-by-column grid or matrix. Specificmatching combinations of symbols along predetermined paths (or paylines)through the matrix indicate the outcome of the game. The displaytypically highlights winning combinations/outcomes for identification bythe player. Matching combinations and their corresponding awards areusually shown in a “pay-table” which is available to the player forreference. Often, the player may vary his/her wager to include differingnumbers of paylines and/or the amount bet on each line. By varying thewager, the player may sometimes alter the frequency or number of winningcombinations, frequency or number of secondary games, and/or the amountawarded.

Typical games use a random number generator (RNG) to randomly determinethe outcome of each game. The game is designed to return a certainpercentage of the amount wagered back to the player over the course ofmany plays or instances of the game, which is generally referred to asreturn to player (RTP). The RTP and randomness of the RNG ensure thefairness of the games and are highly regulated. Upon initiation of play,the RNG randomly determines a game outcome and symbols are then selectedwhich correspond to that outcome. Notably, some games may include anelement of skill on the part of the player and are therefore notentirely random.

For game play itself, some known EGMs may include a button deck that iscoupled to the cabinet of the EGM and is operable to receive playerinputs thereon for play of the wagering game. At least some known buttondecks may include at least one mechanical pushbutton that is depressibleon the button deck. Over the lifetime of the EGMs, the mechanicalpushbuttons may be separated from the button deck, by an operator forexample, to facilitate servicing and/or replacement of the pushbuttons.However, at least some known pushbuttons are fastened in an interiorcavity of the button deck and require that significant portions of thebutton deck be disassembled by an operator before the pushbuttons may beremoved. Moreover, at least some known button decks include manualreleases for decoupling the push buttons. However, these releases areoften positioned near the pushbutton and/or internally of the buttondecks, making them difficult for an operator to access. Accordingly, abutton deck that includes a latching assembly which is easily accessibleand allows for selectively releasing and/or securing a pushbutton to abutton deck of an EGM is desirable.

BRIEF DESCRIPTION

In one aspect an electronic gaming machine is provided. The electronicgaming machine includes a cabinet, a main display coupled to the cabinetand configured to display a wagering game, and a button deck assemblyslidably coupled to the cabinet. The button deck assembly includes ahousing extending from a first end oriented to face the cabinet to anopposed second end, a pushbutton releasably coupled to the housingbetween the first end and the second end, a latch, and a lever. Thelatch is configured to pivot relative to the pushbutton between a firstposition, in which the latch engages the pushbutton to secure thepushbutton to the housing, and a second position, in which the latch isdisengaged from the pushbutton to selectively remove the pushbutton fromthe housing. The lever is slidably coupled to the housing and configuredto engage the latch, wherein movement of the lever relative to thehousing pivots the latch between the first position and the secondposition.

In another aspect a button deck assembly for use with an electronicgaming machine having a cabinet is provided. The button deck assemblyincludes a sliding mechanism including a bracket and a rail slidablycoupled to the bracket, the bracket configured to be coupled to thecabinet. The button deck assembly further includes a housing coupled tothe rail and extending from a first end to an opposed second end, thehousing moveable along an extension axis relative to the bracket, and apushbutton releasably coupled to the housing between the first end andthe second end. A latch is configured to pivot relative to thepushbutton between a first position, in which the latch engages thepushbutton to secure the pushbutton to the housing, and a secondposition, in which the latch is disengaged from the pushbutton toselectively remove the pushbutton from the housing. A lever is slidablycoupled to the housing and configured to engage the latch, whereinmovement of the lever relative to the housing pivots the latch betweenthe first position and the second position.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an exemplary diagram showing several EGMs networked withvarious gaming related servers.

FIG. 2A is a block diagram showing various functional elements of anexemplary EGM.

FIG. 2B depicts a casino gaming environment according to one example.

FIG. 2C is a diagram that shows examples of components of a system forproviding online gaming according to some aspects of the presentdisclosure.

FIG. 3 illustrates, in block diagram form, an implementation of a gameprocessing architecture algorithm that implements a game processingpipeline for the play of a game in accordance with variousimplementations described herein.

FIG. 4 is a perspective view of an exemplary electronic gaming machine,as shown in FIG. 1 , including a button deck assembly in a closedposition.

FIG. 5 is a perspective view of the button deck assembly shown in FIG. 4.

FIG. 6 is a bottom perspective view of the button deck assembly shown inFIG. 4 .

FIG. 7 is a perspective view of the button deck assembly shown in FIG. 4including a pushbutton released from the button deck assembly.

FIG. 8 is an exploded view of the button deck assembly shown in FIG. 4 .

FIG. 9 is a side view of the of the button deck assembly shown in FIG. 4.

FIG. 10 is an exploded perspective view of a portion of the button deckassembly shown in FIG. 4 .

FIG. 11 is a rear perspective view of the button deck assembly shown inFIG. 4 .

FIG. 12 is an enlarged view of a portion of the button deck assemblyshown in FIG. 4 .

FIG. 13 is a rear view of a portion of the button deck assembly shown inFIG. 4 , showing a locking assembly in a locked position.

FIG. 14 is a rear view of the portion of the button deck assembly shownin FIG. 13 showing the locking assembly in an unlocked position.

DETAILED DESCRIPTION

The electronic gaming machine described herein may include a cabinet, amain display coupled to the cabinet and configured to display a wageringgame, and a button deck assembly slidably coupled to the cabinet. Thebutton deck assembly may include a housing and a pushbutton releasablycoupled to the housing. The button deck assembly may further include alatch configured to pivot relative to the pushbutton between a firstposition, in which the latch engages the pushbutton to secure thepushbutton to the housing, and a second position, in which the latch isdisengaged from the pushbutton to selectively remove the pushbutton fromthe housing. A lever may be slidably coupled to the housing andconfigured to engage the latch such that movement of the lever relativeto the housing pivots the latch between the first position and thesecond position. Accordingly, embodiments of the electronic gamingmachine described herein may facilitate detachably securing thepushbutton to the housing of a button deck assembly by hand operation(e.g., without requiring an operator to use tools to secure/detach thepushbutton to the housing).

FIG. 1 illustrates several different models of EGMs which may benetworked to various gaming related servers. Shown is a system 100 in agaming environment including one or more server computers 102 (e.g.,slot servers of a casino) that are in communication, via acommunications network, with one or more gaming devices 104A-104X (EGMs,slots, video poker, bingo machines, etc.) that can implement one or moreaspects of the present disclosure. The gaming devices 104A-104X mayalternatively be portable and/or remote gaming devices such as, but notlimited to, a smart phone, a tablet, a laptop, or a game console. Gamingdevices 104A-104X utilize specialized software and/or hardware to formnon-generic, particular machines or apparatuses that comply withregulatory requirements regarding devices used for wagering or games ofchance that provide monetary awards.

Communication between the gaming devices 104A-104X and the servercomputers 102, and among the gaming devices 104A-104X, may be direct orindirect using one or more communication protocols. As an example,gaming devices 104A-104X and the server computers 102 can communicateover one or more communication networks, such as over the Internetthrough a website maintained by a computer on a remote server or over anonline data network including commercial online service providers,Internet service providers, private networks (e.g., local area networksand enterprise networks), and the like (e.g., wide area networks). Thecommunication networks could allow gaming devices 104A-104X tocommunicate with one another and/or the server computers 102 using avariety of communication-based technologies, such as radio frequency(RF) (e.g., wireless fidelity (WiFi®) and Bluetooth®), cable TV,satellite links and the like.

In some implementation, server computers 102 may not be necessary and/orpreferred. For example, in one or more implementations, a stand-alonegaming device such as gaming device 104A, gaming device 104B or any ofthe other gaming devices 104C-104X can implement one or more aspects ofthe present disclosure. However, it is typical to find multiple EGMsconnected to networks implemented with one or more of the differentserver computers 102 described herein.

The server computers 102 may include a central determination gamingsystem server 106, a ticket-in-ticket-out (TITO) system server 108, aplayer tracking system server 110, a progressive system server 112,and/or a casino management system server 114. Gaming devices 104A-104Xmay include features to enable operation of any or all servers for useby the player and/or operator (e.g., the casino, resort, gamingestablishment, tavern, pub, etc.). For example, game outcomes may begenerated on a central determination gaming system server 106 and thentransmitted over the network to any of a group of remote terminals orremote gaming devices 104A-104X that utilize the game outcomes anddisplay the results to the players.

Gaming device 104A is often of a cabinet construction which may bealigned in rows or banks of similar devices for placement and operationon a casino floor. The gaming device 104A often includes a main doorwhich provides access to the interior of the cabinet. Gaming device 104Atypically includes a button area or button deck 120 accessible by aplayer that is configured with input switches or buttons 122, an accesschannel for a bill validator 124, and/or an access channel for aticket-out printer 126.

In FIG. 1 , gaming device 104A is shown as a Relm XL™ model gamingdevice manufactured by Aristocrat® Technologies, Inc. As shown, gamingdevice 104A is a reel machine having a gaming display area 118comprising a number (typically 3 or 5) of mechanical reels 130 withvarious symbols displayed on them. The mechanical reels 130 areindependently spun and stopped to show a set of symbols within thegaming display area 118 which may be used to determine an outcome to thegame.

In many configurations, the gaming device 104A may have a main display128 (e.g., video display monitor) mounted to, or above, the gamingdisplay area 118. The main display 128 can be a high-resolution liquidcrystal display (LCD), plasma, light emitting diode (LED), or organiclight emitting diode (OLED) panel which may be flat or curved as shown,a cathode ray tube, or other conventional electronically controlledvideo monitor.

In some implementations, the bill validator 124 may also function as a“ticket-in” reader that allows the player to use a casino issued creditticket to load credits onto the gaming device 104A (e.g., in a cashlessticket (“TITO”) system). In such cashless implementations, the gamingdevice 104A may also include a “ticket-out” printer 126 for outputting acredit ticket when a “cash out” button is pressed. Cashless TITO systemsare used to generate and track unique bar-codes or other indicatorsprinted on tickets to allow players to avoid the use of bills and coinsby loading credits using a ticket reader and cashing out credits using aticket-out printer 126 on the gaming device 104A. The gaming device 104Acan have hardware meters for purposes including ensuring regulatorycompliance and monitoring the player credit balance. In addition, therecan be additional meters that record the total amount of money wageredon the gaming device, total amount of money deposited, total amount ofmoney withdrawn, total amount of winnings on gaming device 104A.

In some implementations, a player tracking card reader 144, atransceiver for wireless communication with a mobile device (e.g., aplayer's smartphone), a keypad 146, and/or an illuminated display 148for reading, receiving, entering, and/or displaying player trackinginformation is provided in gaming device 104A. In such implementations,a game controller within the gaming device 104A can communicate with theplayer tracking system server 110 to send and receive player trackinginformation.

Gaming device 104A may also include a bonus topper wheel 134. When bonusplay is triggered (e.g., by a player achieving a particular outcome orset of outcomes in the primary game), bonus topper wheel 134 isoperative to spin and stop with indicator arrow 136 indicating theoutcome of the bonus game. Bonus topper wheel 134 is typically used toplay a bonus game, but it could also be incorporated into play of thebase or primary game.

A candle 138 may be mounted on the top of gaming device 104A and may beactivated by a player (e.g., using a switch or one of buttons 122) toindicate to operations staff that gaming device 104A has experienced amalfunction or the player requires service. The candle 138 is also oftenused to indicate a jackpot has been won and to alert staff that a handpayout of an award may be needed.

There may also be one or more information panels 152 which may be aback-lit, silkscreened glass panel with lettering to indicate generalgame information including, for example, a game denomination (e.g.,$0.25 or $1), pay lines, pay tables, and/or various game relatedgraphics. In some implementations, the information panel(s) 152 may beimplemented as an additional video display.

Gaming devices 104A have traditionally also included a handle 132typically mounted to the side of main cabinet 116 which may be used toinitiate game play.

Many or all the above described components can be controlled bycircuitry (e.g., a game controller) housed inside the main cabinet 116of the gaming device 104A, the details of which are shown in FIG. 2A.

An alternative example gaming device 104B illustrated in FIG. 1 is theArc™ model gaming device manufactured by Aristocrat® Technologies, Inc.Note that where possible, reference numerals identifying similarfeatures of the gaming device 104A implementation are also identified inthe gaming device 104B implementation using the same reference numbers.Gaming device 104B does not include physical reels and instead showsgame play functions on main display 128. An optional topper screen 140may be used as a secondary game display for bonus play, to show gamefeatures or attraction activities while a game is not in play, or anyother information or media desired by the game designer or operator. Insome implementations, the optional topper screen 140 may also oralternatively be used to display progressive jackpot prizes available toa player during play of gaming device 104B.

Example gaming device 104B includes a main cabinet 116 including a maindoor which opens to provide access to the interior of the gaming device104B. The main or service door is typically used by service personnel torefill the ticket-out printer 126 and collect bills and tickets insertedinto the bill validator 124. The main or service door may also beaccessed to reset the machine, verify and/or upgrade the software, andfor general maintenance operations.

Another example gaming device 104C shown is the Helix™ model gamingdevice manufactured by Aristocrat® Technologies, Inc. Gaming device 104Cincludes a main display 128A that is in a landscape orientation.Although not illustrated by the front view provided, the main display128A may have a curvature radius from top to bottom, or alternativelyfrom side to side. In some implementations, main display 128A is a flatpanel display. Main display 128A is typically used for primary game playwhile secondary display 128B is typically used for bonus game play, toshow game features or attraction activities while the game is not inplay or any other information or media desired by the game designer oroperator. In some implementations, example gaming device 104C may alsoinclude speakers 142 to output various audio such as game sound,background music, etc.

Many different types of games, including mechanical slot games, videoslot games, video poker, video black jack, video pachinko, keno, bingo,and lottery, may be provided with or implemented within the depictedgaming devices 104A-104C and other similar gaming devices. Each gamingdevice may also be operable to provide many different games. Games maybe differentiated according to themes, sounds, graphics, type of game(e.g., slot game vs. card game vs. game with aspects of skill),denomination, number of paylines, maximum jackpot, progressive ornon-progressive, bonus games, and may be deployed for operation in Class2 or Class 3, etc.

FIG. 2A is a block diagram depicting exemplary internal electroniccomponents of a gaming device 200 connected to various external systems.All or parts of the gaming device 200 shown could be used to implementany one of the example gaming devices 104A-X depicted in FIG. 1 . Asshown in FIG. 2A, gaming device 200 includes a topper display 216 oranother form of a top box (e.g., a topper wheel, a topper screen, etc.)that sits above cabinet 218. Cabinet 218 or topper display 216 may alsohouse a number of other components which may be used to add features toa game being played on gaming device 200, including speakers 220, aticket printer 222 which prints bar-coded tickets or other media ormechanisms for storing or indicating a player's credit value, a ticketreader 224 which reads bar-coded tickets or other media or mechanismsfor storing or indicating a player's credit value, and a player trackinginterface 232. Player tracking interface 232 may include a keypad 226for entering information, a player tracking display 228 for displayinginformation (e.g., an illuminated or video display), a card reader 230for receiving data and/or communicating information to and from media ora device such as a smart phone enabling player tracking. FIG. 2 alsodepicts utilizing a ticket printer 222 to print tickets for a TITOsystem server 108. Gaming device 200 may further include a billvalidator 234, player-input buttons 236 for player input, cabinetsecurity sensors 238 to detect unauthorized opening of the cabinet 218,a primary game display 240, and a secondary game display 242, eachcoupled to and operable under the control of game controller 202.

The games available for play on the gaming device 200 are controlled bya game controller 202 that includes one or more processors 204.Processor 204 represents a general-purpose processor, a specializedprocessor intended to perform certain functional tasks, or a combinationthereof. As an example, processor 204 can be a central processing unit(CPU) that has one or more multi-core processing units and memorymediums (e.g., cache memory) that function as buffers and/or temporarystorage for data. Alternatively, processor 204 can be a specializedprocessor, such as an application specific integrated circuit (ASIC),graphics processing unit (GPU), field-programmable gate array (FPGA),digital signal processor (DSP), or another type of hardware accelerator.In another example, processor 204 is a system on chip (SoC) thatcombines and integrates one or more general-purpose processors and/orone or more specialized processors. Although FIG. 2A illustrates thatgame controller 202 includes a single processor 204, game controller 202is not limited to this representation and instead can include multipleprocessors 204 (e.g., two or more processors).

FIG. 2A illustrates that processor 204 is operatively coupled to memory208. Memory 208 is defined herein as including volatile and nonvolatilememory and other types of non-transitory data storage components.Volatile memory is memory that do not retain data values upon loss ofpower. Nonvolatile memory is memory that do retain data upon a loss ofpower. Examples of memory 208 include random access memory (RAM),read-only memory (ROM), hard disk drives, solid-state drives, universalserial bus (USB) flash drives, memory cards accessed via a memory cardreader, floppy disks accessed via an associated floppy disk drive,optical discs accessed via an optical disc drive, magnetic tapesaccessed via an appropriate tape drive, and/or other memory components,or a combination of any two or more of these memory components. Inaddition, examples of RAM include static random access memory (SRAM),dynamic random access memory (DRAM), magnetic random access memory(MRAM), and other such devices. Examples of ROM include a programmableread-only memory (PROM), an erasable programmable read-only memory(EPROM), an electrically erasable programmable read-only memory(EEPROM), or other like memory device. Even though FIG. 2A illustratesthat game controller 202 includes a single memory 208, game controller202 could include multiple memories 208 for storing program instructionsand/or data.

Memory 208 can store one or more game programs 206 that provide programinstructions and/or data for carrying out various implementations (e.g.,game mechanics) described herein. Stated another way, game program 206represents an executable program stored in any portion or component ofmemory 208. In one or more implementations, game program 206 is embodiedin the form of source code that includes human-readable statementswritten in a programming language or machine code that containsnumerical instructions recognizable by a suitable execution system, suchas a processor 204 in a game controller or other system. Examples ofexecutable programs include: (1) a compiled program that can betranslated into machine code in a format that can be loaded into arandom access portion of memory 208 and run by processor 204; (2) sourcecode that may be expressed in proper format such as object code that iscapable of being loaded into a random access portion of memory 208 andexecuted by processor 204; and (3) source code that may be interpretedby another executable program to generate instructions in a randomaccess portion of memory 208 to be executed by processor 204.

Alternatively, game programs 206 can be set up to generate one or moregame instances based on instructions and/or data that gaming device 200exchanges with one or more remote gaming devices, such as a centraldetermination gaming system server 106 (not shown in FIG. 2A but shownin FIG. 1 ). For purpose of this disclosure, the term “game instance”refers to a play or a round of a game that gaming device 200 presents(e.g., via a user interface (UI)) to a player. The game instance iscommunicated to gaming device 200 via the network 214 and then displayedon gaming device 200. For example, gaming device 200 may execute gameprogram 206 as video streaming software that allows the game to bedisplayed on gaming device 200. When a game is stored on gaming device200, it may be loaded from memory 208 (e.g., from a read only memory(ROM)) or from the central determination gaming system server 106 tomemory 208.

Gaming devices, such as gaming device 200, are highly regulated toensure fairness and, in many cases, gaming device 200 is operable toaward monetary awards (e.g., typically dispensed in the form of aredeemable voucher). Therefore, to satisfy security and regulatoryrequirements in a gaming environment, hardware and softwarearchitectures are implemented in gaming devices 200 that differsignificantly from those of general-purpose computers. Adapting generalpurpose computers to function as gaming devices 200 is not simple orstraightforward because of: (1) the regulatory requirements for gamingdevices 200, (2) the harsh environment in which gaming devices 200operate, (3) security requirements, (4) fault tolerance requirements,and (5) the requirement for additional special purpose componentryenabling functionality of an EGM. These differences require substantialengineering effort with respect to game design implementation, gamemechanics, hardware components, and software.

One regulatory requirement for games running on gaming device 200generally involves complying with a certain level of randomness.Typically, gaming jurisdictions mandate that gaming devices 200 satisfya minimum level of randomness without specifying how a gaming device 200should achieve this level of randomness. To comply, FIG. 2A illustratesthat gaming device 200 could include an RNG 212 that utilizes hardwareand/or software to generate RNG outcomes that lack any pattern. The RNGoperations are often specialized and non-generic in order to comply withregulatory and gaming requirements. For example, in a slot game, gameprogram 206 can initiate multiple RNG calls to RNG 212 to generate RNGoutcomes, where each RNG call and RNG outcome corresponds to an outcomefor a reel. In another example, gaming device 200 can be a Class IIgaming device where RNG 212 generates RNG outcomes for creating Bingocards. In one or more implementations, RNG 212 could be one of a set ofRNGs operating on gaming device 200. More generally, an output of theRNG 212 can be the basis on which game outcomes are determined by thegame controller 202. Game developers could vary the degree of truerandomness for each RNG (e.g., pseudorandom) and utilize specific RNGsdepending on game requirements. The output of the RNG 212 can include arandom number or pseudorandom number (either is generally referred to asa “random number”).

In FIG. 2A, RNG 212 and hardware RNG 244 are shown in dashed lines toillustrate that RNG 212, hardware RNG 244, or both can be included ingaming device 200. In one implementation, instead of including RNG 212,gaming device 200 could include a hardware RNG 244 that generates RNGoutcomes. Analogous to RNG 212, hardware RNG 244 performs specializedand non-generic operations in order to comply with regulatory and gamingrequirements. For example, because of regulation requirements, hardwareRNG 244 could be a random number generator that securely produces randomnumbers for cryptography use. The gaming device 200 then uses the securerandom numbers to generate game outcomes for one or more game features.In another implementation, the gaming device 200 could include bothhardware RNG 244 and RNG 212. RNG 212 may utilize the RNG outcomes fromhardware RNG 244 as one of many sources of entropy for generating securerandom numbers for the game features.

Another regulatory requirement for running games on gaming device 200includes ensuring a certain level of RTP. Similar to the randomnessrequirement discussed above, numerous gaming jurisdictions also mandatethat gaming device 200 provides a minimum level of RTP (e.g., RTP of atleast 75%). A game can use one or more lookup tables (also calledweighted tables) as part of a technical solution that satisfiesregulatory requirements for randomness and RTP. In particular, a lookuptable can integrate game features (e.g., trigger events for specialmodes or bonus games; newly introduced game elements such as extrareels, new symbols, or new cards; stop positions for dynamic gameelements such as spinning reels, spinning wheels, or shifting reels; orcard selections from a deck) with random numbers generated by one ormore RNGs, so as to achieve a given level of volatility for a targetlevel of RTP. (In general, volatility refers to the frequency orprobability of an event such as a special mode, payout, etc. Forexample, for a target level of RTP, a higher-volatility game may have alower payout most of the time with an occasional bonus having a veryhigh payout, while a lower-volatility game has a steadier payout withmore frequent bonuses of smaller amounts.) Configuring a lookup tablecan involve engineering decisions with respect to how RNG outcomes aremapped to game outcomes for a given game feature, while still satisfyingregulatory requirements for RTP. Configuring a lookup table can alsoinvolve engineering decisions about whether different game features arecombined in a given entry of the lookup table or split between differententries (for the respective game features), while still satisfyingregulatory requirements for RTP and allowing for varying levels of gamevolatility.

FIG. 2A illustrates that gaming device 200 includes an RNG conversionengine 210 that translates the RNG outcome from RNG 212 to a gameoutcome presented to a player. To meet a designated RTP, a gamedeveloper can set up the RNG conversion engine 210 to utilize one ormore lookup tables to translate the RNG outcome to a symbol element,stop position on a reel strip layout, and/or randomly chosen aspect of agame feature. As an example, the lookup tables can regulate a prizepayout amount for each RNG outcome and how often the gaming device 200pays out the prize payout amounts. The RNG conversion engine 210 couldutilize one lookup table to map the RNG outcome to a game outcomedisplayed to a player and a second lookup table as a pay table fordetermining the prize payout amount for each game outcome. The mappingbetween the RNG outcome to the game outcome controls the frequency inhitting certain prize payout amounts.

FIG. 2A also depicts that gaming device 200 is connected over network214 to player tracking system server 110. Player tracking system server110 may be, for example, an OASIS® system manufactured by Aristocrat®Technologies, Inc. Player tracking system server 110 is used to trackplay (e.g. amount wagered, games played, time of play and/or otherquantitative or qualitative measures) for individual players so that anoperator may reward players in a loyalty program. The player may use theplayer tracking interface 232 to access his/her account information,activate free play, and/or request various information. Player trackingor loyalty programs seek to reward players for their play and help buildbrand loyalty to the gaming establishment. The rewards typicallycorrespond to the player's level of patronage (e.g., to the player'splaying frequency and/or total amount of game plays at a given casino).Player tracking rewards may be complimentary and/or discounted meals,lodging, entertainment and/or additional play. Player trackinginformation may be combined with other information that is now readilyobtainable by a casino management system.

When a player wishes to play the gaming device 200, he/she can insertcash or a ticket voucher through a coin acceptor (not shown) or billvalidator 234 to establish a credit balance on the gaming device. Thecredit balance is used by the player to place wagers on instances of thegame and to receive credit awards based on the outcome of winninginstances. The credit balance is decreased by the amount of each wagerand increased upon a win. The player can add additional credits to thebalance at any time. The player may also optionally insert a loyaltyclub card into the card reader 230. During the game, the player viewswith one or more UIs, the game outcome on one or more of the primarygame display 240 and secondary game display 242. Other game and prizeinformation may also be displayed.

For each game instance, a player may make selections, which may affectplay of the game. For example, the player may vary the total amountwagered by selecting the amount bet per line and the number of linesplayed. In many games, the player is asked to initiate or select optionsduring course of game play (such as spinning a wheel to begin a bonusround or select various items during a feature game). The player maymake these selections using the player-input buttons 236, the primarygame display 240 which may be a touch screen, or using some other devicewhich enables a player to input information into the gaming device 200.

During certain game events, the gaming device 200 may display visual andauditory effects that can be perceived by the player. These effects addto the excitement of a game, which makes a player more likely to enjoythe playing experience. Auditory effects include various sounds that areprojected by the speakers 220. Visual effects include flashing lights,strobing lights or other patterns displayed from lights on the gamingdevice 200 or from lights behind the information panel 152 (FIG. 1 ).

When the player is done, he/she cashes out the credit balance (typicallyby pressing a cash out button to receive a ticket from the ticketprinter 222). The ticket may be “cashed-in” for money or inserted intoanother machine to establish a credit balance for play.

Additionally, or alternatively, gaming devices 104A-104X and 200 caninclude or be coupled to one or more wireless transmitters, receivers,and/or transceivers (not shown in FIGS. 1 and 2A) that communicate(e.g., Bluetooth® or other near-field communication technology) with oneor more mobile devices to perform a variety of wireless operations in acasino environment. Examples of wireless operations in a casinoenvironment include detecting the presence of mobile devices, performingcredit, points, comps, or other marketing or hard currency transfers,establishing wagering sessions, and/or providing a personalizedcasino-based experience using a mobile application. In oneimplementation, to perform these wireless operations, a wirelesstransmitter or transceiver initiates a secure wireless connectionbetween a gaming device 104A-104X and 200 and a mobile device. Afterestablishing a secure wireless connection between the gaming device104A-104X and 200 and the mobile device, the wireless transmitter ortransceiver does not send and/or receive application data to and/or fromthe mobile device. Rather, the mobile device communicates with gamingdevices 104A-104X and 200 using another wireless connection (e.g., WiFi®or cellular network). In another implementation, a wireless transceiverestablishes a secure connection to directly communicate with the mobiledevice. The mobile device and gaming device 104A-104X and 200 sends andreceives data utilizing the wireless transceiver instead of utilizing anexternal network. For example, the mobile device would perform digitalwallet transactions by directly communicating with the wirelesstransceiver. In one or more implementations, a wireless transmittercould broadcast data received by one or more mobile devices withoutestablishing a pairing connection with the mobile devices.

Although FIGS. 1 and 2A illustrate specific implementations of a gamingdevice (e.g., gaming devices 104A-104X and 200), the disclosure is notlimited to those implementations shown in FIGS. 1 and 2 . For example,not all gaming devices suitable for implementing implementations of thepresent disclosure necessarily include top wheels, top boxes,information panels, cashless ticket systems, and/or player trackingsystems. Further, some suitable gaming devices have only a single gamedisplay that includes only a mechanical set of reels and/or a videodisplay, while others are designed for bar counters or tabletops andhave displays that face upwards. Gaming devices 104A-104X and 200 mayalso include other processors that are not separately shown. Using FIG.2A as an example, gaming device 200 could include display controllers(not shown in FIG. 2A) configured to receive video input signals orinstructions to display images on game displays 240 and 242.Alternatively, such display controllers may be integrated into the gamecontroller 202. The use and discussion of FIGS. 1 and 2 are examples tofacilitate ease of description and explanation.

FIG. 2B depicts a casino gaming environment according to one example. Inthis example, the casino 251 includes banks 252 of EGMs 104. In thisexample, each bank 252 of EGMs 104 includes a corresponding gamingsignage system 254 (also shown in FIG. 2A). According to thisimplementation, the casino 251 also includes mobile gaming devices 256,which are also configured to present wagering games in this example. Themobile gaming devices 256 may, for example, include tablet devices,cellular phones, smart phones and/or other handheld devices. In thisexample, the mobile gaming devices 256 are configured for communicationwith one or more other devices in the casino 251, including but notlimited to one or more of the server computers 102, via wireless accesspoints 258.

According to some examples, the mobile gaming devices 256 may beconfigured for stand-alone determination of game outcomes. However, insome alternative implementations the mobile gaming devices 256 may beconfigured to receive game outcomes from another device, such as thecentral determination gaming system server 106, one of the EGMs 104,etc.

Some mobile gaming devices 256 may be configured to accept monetarycredits from a credit or debit card, via a wireless interface (e.g., viaa wireless payment app), via tickets, via a patron casino account, etc.However, some mobile gaming devices 256 may not be configured to acceptmonetary credits via a credit or debit card. Some mobile gaming devices256 may include a ticket reader and/or a ticket printer whereas somemobile gaming devices 256 may not, depending on the particularimplementation.

In some implementations, the casino 251 may include one or more kiosks260 that are configured to facilitate monetary transactions involvingthe mobile gaming devices 256, which may include cash out and/or cash intransactions. The kiosks 260 may be configured for wired and/or wirelesscommunication with the mobile gaming devices 256. The kiosks 260 may beconfigured to accept monetary credits from casino patrons 262 and/or todispense monetary credits to casino patrons 262 via cash, a credit ordebit card, via a wireless interface (e.g., via a wireless payment app),via tickets, etc. According to some examples, the kiosks 260 may beconfigured to accept monetary credits from a casino patron and toprovide a corresponding amount of monetary credits to a mobile gamingdevice 256 for wagering purposes, e.g., via a wireless link such as anear-field communications link. In some such examples, when a casinopatron 262 is ready to cash out, the casino patron 262 may select a cashout option provided by a mobile gaming device 256, which may include areal button or a virtual button (e.g., a button provided via a graphicaluser interface) in some instances. In some such examples, the mobilegaming device 256 may send a “cash out” signal to a kiosk 260 via awireless link in response to receiving a “cash out” indication from acasino patron. The kiosk 260 may provide monetary credits to the casinopatron 262 corresponding to the “cash out” signal, which may be in theform of cash, a credit ticket, a credit transmitted to a financialaccount corresponding to the casino patron, etc.

In some implementations, a cash-in process and/or a cash-out process maybe facilitated by the TITO system server 108. For example, the TITOsystem server 108 may control, or at least authorize, ticket-in andticket-out transactions that involve a mobile gaming device 256 and/or akiosk 260.

Some mobile gaming devices 256 may be configured for receiving and/ortransmitting player loyalty information. For example, some mobile gamingdevices 256 may be configured for wireless communication with the playertracking system server 110. Some mobile gaming devices 256 may beconfigured for receiving and/or transmitting player loyalty informationvia wireless communication with a patron's player loyalty card, apatron's smartphone, etc.

According to some implementations, a mobile gaming device 256 may beconfigured to provide safeguards that prevent the mobile gaming device256 from being used by an unauthorized person. For example, some mobilegaming devices 256 may include one or more biometric sensors and may beconfigured to receive input via the biometric sensor(s) to verify theidentity of an authorized patron. Some mobile gaming devices 256 may beconfigured to function only within a predetermined or configurable area,such as a casino gaming area.

FIG. 2C is a diagram that shows examples of components of a system forproviding online gaming according to some aspects of the presentdisclosure. As with other figures presented in this disclosure, thenumbers, types and arrangements of gaming devices shown in FIG. 2C aremerely shown by way of example. In this example, various gaming devices,including but not limited to end user devices (EUDs) 264 a, 264 b and264 c are capable of communication via one or more networks 417. Thenetworks 417 may, for example, include one or more cellular telephonenetworks, the Internet, etc. In this example, the EUDs 264 a and 264 bare mobile devices: according to this example the EUD 264 a is a tabletdevice and the EUD 264 b is a smart phone. In this implementation, theEUD 264 c is a laptop computer that is located within a residence 266 atthe time depicted in FIG. 2C. Accordingly, in this example the hardwareof EUDs is not specifically configured for online gaming, although eachEUD is configured with software for online gaming. For example, each EUDmay be configured with a web browser. Other implementations may includeother types of EUD, some of which may be specifically configured foronline gaming.

In this example, a gaming data center 276 includes various devices thatare configured to provide online wagering games via the networks 417.The gaming data center 276 is capable of communication with the networks417 via the gateway 272. In this example, switches 278 and routers 280are configured to provide network connectivity for devices of the gamingdata center 276, including storage devices 282 a, servers 284 a and oneor more workstations 570 a. The servers 284 a may, for example, beconfigured to provide access to a library of games for online game play.In some examples, code for executing at least some of the games mayinitially be stored on one or more of the storage devices 282 a. Thecode may be subsequently loaded onto a server 284 a after selection by aplayer via an EUD and communication of that selection from the EUD viathe networks 417. The server 284 a onto which code for the selected gamehas been loaded may provide the game according to selections made by aplayer and indicated via the player's EUD. In other examples, code forexecuting at least some of the games may initially be stored on one ormore of the servers 284 a. Although only one gaming data center 276 isshown in FIG. 2C, some implementations may include multiple gaming datacenters 276.

In this example, a financial institution data center 270 is alsoconfigured for communication via the networks 417. Here, the financialinstitution data center 270 includes servers 284 b, storage devices 282b, and one or more workstations 286 b. According to this example, thefinancial institution data center 270 is configured to maintainfinancial accounts, such as checking accounts, savings accounts, loanaccounts, etc. In some implementations one or more of the authorizedusers 274 a-274 c may maintain at least one financial account with thefinancial institution that is serviced via the financial institutiondata center 270.

According to some implementations, the gaming data center 276 may beconfigured to provide online wagering games in which money may be won orlost. According to some such implementations, one or more of the servers284 a may be configured to monitor player credit balances, which may beexpressed in game credits, in currency units, or in any otherappropriate manner. In some implementations, the server(s) 284 a may beconfigured to obtain financial credits from and/or provide financialcredits to one or more financial institutions, according to a player's“cash in” selections, wagering game results and a player's “cash out”instructions. According to some such implementations, the server(s) 284a may be configured to electronically credit or debit the account of aplayer that is maintained by a financial institution, e.g., an accountthat is maintained via the financial institution data center 270. Theserver(s) 284 a may, in some examples, be configured to maintain anaudit record of such transactions.

In some alternative implementations, the gaming data center 276 may beconfigured to provide online wagering games for which credits may not beexchanged for cash or the equivalent. In some such examples, players maypurchase game credits for online game play, but may not “cash out” formonetary credit after a gaming session. Moreover, although the financialinstitution data center 270 and the gaming data center 276 include theirown servers and storage devices in this example, in some examples thefinancial institution data center 270 and/or the gaming data center 276may use offsite “cloud-based” servers and/or storage devices. In somealternative examples, the financial institution data center 270 and/orthe gaming data center 276 may rely entirely on cloud-based servers.

One or more types of devices in the gaming data center 276 (orelsewhere) may be capable of executing middleware, e.g., for datamanagement and/or device communication. Authentication information,player tracking information, etc., including but not limited toinformation obtained by EUDs 264 and/or other information regardingauthorized users of EUDs 264 (including but not limited to theauthorized users 274 a-274 c), may be stored on storage devices 282and/or servers 284. Other game-related information and/or software, suchas information and/or software relating to leaderboards, playerscurrently playing a game, game themes, game-related promotions, gamecompetitions, etc., also may be stored on storage devices 282 and/orservers 284. In some implementations, some such game-related softwaremay be available as “apps” and may be downloadable (e.g., from thegaming data center 276) by authorized users.

In some examples, authorized users and/or entities (such asrepresentatives of gaming regulatory authorities) may obtaingaming-related information via the gaming data center 276. One or moreother devices (such EUDs 264 or devices of the gaming data center 276)may act as intermediaries for such data feeds. Such devices may, forexample, be capable of applying data filtering algorithms, executingdata summary and/or analysis software, etc. In some implementations,data filtering, summary and/or analysis software may be available as“apps” and downloadable by authorized users.

FIG. 3 illustrates, in block diagram form, an implementation of a gameprocessing architecture 300 that implements a game processing pipelinefor the play of a game in accordance with various implementationsdescribed herein. As shown in FIG. 3 , the gaming processing pipelinestarts with having a UI system 302 receive one or more player inputs forthe game instance. Based on the player input(s), the UI system 302generates and sends one or more RNG calls to a game processing backendsystem 314. Game processing backend system 314 then processes the RNGcalls with RNG engine 316 to generate one or more RNG outcomes. The RNGoutcomes are then sent to the RNG conversion engine 320 to generate oneor more game outcomes for the UI system 302 to display to a player. Thegame processing architecture 300 can implement the game processingpipeline using a gaming device, such as gaming devices 104A-104X and 200shown in FIGS. 1 and 2 , respectively. Alternatively, portions of thegaming processing architecture 300 can implement the game processingpipeline using a gaming device and one or more remote gaming devices,such as central determination gaming system server 106 shown in FIG. 1 .

The UI system 302 includes one or more UIs that a player can interactwith. The UI system 302 could include one or more game play UIs 304, oneor more bonus game play UIs 308, and one or more multiplayer UIs 312,where each UI type includes one or more mechanical UIs and/or graphicalUIs (GUIs). In other words, game play UI 304, bonus game play UI 308,and the multiplayer UI 312 may utilize a variety of UI elements, such asmechanical UI elements (e.g., physical “spin” button or mechanicalreels) and/or GUI elements (e.g., virtual reels shown on a video displayor a virtual button deck) to receive player inputs and/or present gameplay to a player. Using FIG. 3 as an example, the different UI elementsare shown as game play UI elements 306A-306N and bonus game play UIelements 310A-310N.

The game play UI 304 represents a UI that a player typically interfaceswith for a base game. During a game instance of a base game, the gameplay UI elements 306A-306N (e.g., GUI elements depicting one or morevirtual reels) are shown and/or made available to a user. In asubsequent game instance, the UI system 302 could transition out of thebase game to one or more bonus games. The bonus game play UI 308represents a UI that utilizes bonus game play UI elements 310A-310N fora player to interact with and/or view during a bonus game. In one ormore implementations, at least some of the game play UI element306A-306N are similar to the bonus game play UI elements 310A-310N. Inother implementations, the game play UI element 306A-306N can differfrom the bonus game play UI elements 310A-310N.

FIG. 3 also illustrates that UI system 302 could include a multiplayerUI 312 purposed for game play that differs or is separate from thetypical base game. For example, multiplayer UI 312 could be set up toreceive player inputs and/or presents game play information relating toa tournament mode. When a gaming device transitions from a primary gamemode that presents the base game to a tournament mode, a single gamingdevice is linked and synchronized to other gaming devices to generate atournament outcome. For example, multiple RNG engines 316 correspondingto each gaming device could be collectively linked to determine atournament outcome. To enhance a player's gaming experience, tournamentmode can modify and synchronize sound, music, reel spin speed, and/orother operations of the gaming devices according to the tournament gameplay. After tournament game play ends, operators can switch back thegaming device from tournament mode to a primary game mode to present thebase game. Although FIG. 3 does not explicitly depict that multiplayerUI 312 includes UI elements, multiplayer UI 312 could also include oneor more multiplayer UI elements.

Based on the player inputs, the UI system 302 could generate RNG callsto a game processing backend system 314. As an example, the UI system302 could use one or more application programming interfaces (APIs) togenerate the RNG calls. To process the RNG calls, the RNG engine 316could utilize gaming RNG 318 and/or non-gaming RNGs 319A-319N. GamingRNG 318 could corresponds to RNG 212 or hardware RNG 244 shown in FIG.2A. As previously discussed with reference to FIG. 2A, gaming RNG 318often performs specialized and non-generic operations that comply withregulatory and/or game requirements. For example, because of regulationrequirements, gaming RNG 318 could correspond to RNG 212 by being acryptographic RNG or pseudorandom number generator (PRNG) (e.g., FortunaPRNG) that securely produces random numbers for one or more gamefeatures. To securely generate random numbers, gaming RNG 318 couldcollect random data from various sources of entropy, such as from anoperating system (OS) and/or a hardware RNG (e.g., hardware RNG 244shown in FIG. 2A). Alternatively, non-gaming RNGs 319A-319N may not becryptographically secure and/or be computationally less expensive.Non-gaming RNGs 319A-319N can, thus, be used to generate outcomes fornon-gaming purposes. As an example, non-gaming RNGs 319A-319N cangenerate random numbers for generating random messages that appear onthe gaming device.

The RNG conversion engine 320 processes each RNG outcome from RNG engine316 and converts the RNG outcome to a UI outcome that is feedback to theUI system 302. With reference to FIG. 2A, RNG conversion engine 320corresponds to RNG conversion engine 210 used for game play. Aspreviously described, RNG conversion engine 320 translates the RNGoutcome from the RNG 212 to a game outcome presented to a player. RNGconversion engine 320 utilizes one or more lookup tables 322A-322N toregulate a prize payout amount for each RNG outcome and how often thegaming device pays out the derived prize payout amounts. In one example,the RNG conversion engine 320 could utilize one lookup table to map theRNG outcome to a game outcome displayed to a player and a second lookuptable as a pay table for determining the prize payout amount for eachgame outcome. In this example, the mapping between the RNG outcome andthe game outcome controls the frequency in hitting certain prize payoutamounts. Different lookup tables could be utilized depending on thedifferent game modes, for example, a base game versus a bonus game.

After generating the UI outcome, the game processing backend system 314sends the UI outcome to the UI system 302. Examples of UI outcomes aresymbols to display on a video reel or reel stops for a mechanical reel.In one example, if the UI outcome is for a base game, the UI system 302updates one or more game play UI elements 306A-306N, such as symbols,for the game play UI 304. In another example, if the UI outcome is for abonus game, the UI system could update one or more bonus game play UIelements 310A-310N (e.g., symbols) for the bonus game play UI 308. Inresponse to updating the appropriate UI, the player may subsequentlyprovide additional player inputs to initiate a subsequent game instancethat progresses through the game processing pipeline.

FIG. 4 is a perspective view of an exemplary electronic gaming machine500 including a button deck assembly 502 in a closed position. FIG. 5 isa perspective view of button deck assembly 502. FIG. 6 is a bottomperspective view of button deck assembly 502.

Referring to FIG. 4 , in the example embodiment, electronic gamingmachine 500 is similar to EGM 104B (shown in FIG. 1 ). That is,electronic gaming machine 500 does not include physical reels andinstead includes a main display 504 configured to display a wageringgame and coupled to a main cabinet 506. In the example embodiment, maindisplay 504 is similar to main display 128 (shown in FIG. 1 ). Inalternative embodiments, electronic gaming machine 500 includes anydisplay that enables electronic gaming machine 500 to function asdescribed herein.

In the example embodiment, electronic gaming machine 500 furtherincludes a “ticket-out” printer 508 for outputting a credit ticket whena “cash out” button is pressed, an illuminated display 510 for reading,receiving, entering, and/or displaying player tracking information, anda bill validator 512. More specifically, in the example embodiment,ticket out printer 508, illuminated display 510, and bill validator 512are each provided on a button deck assembly 502. In alternativeembodiments, at least one of ticket out printer 508, illuminated display510, and/or bill validator 512 are each provided on main cabinet 506.

In the example embodiment, button deck assembly 502 includes an exteriorhousing 514 having a table surface 516 and a video display 518 receivedwithin table surface 516. Video display 518 may be used, for example, aspart of a player interface in the gaming machines and gaming systemsdescribed above. Video display 518 may be a liquid crystal display(LCD). Alternatively, another type of display video display such ascathode ray tube screen device, a light emitting diode (LED) display, anactive-matrix organic light-emitting diode (AMOLED) display, a plasmascreen display, a cathode ray tube screen device, or any other suitablevideo display unit providing an appropriate picture and resolution forthe game being played may be used.

In the example embodiment, button deck assembly 502 further includes atleast one dynamically configurable, mechanical pushbutton 520 (similarto or the same as buttons 122, shown in FIG. 1 on button deck 120). Morespecifically, in the example embodiment, button deck assembly 502includes a single pushbutton 520 that is at least partially surroundedby video display 518. Accordingly, a player may generally interface withgaming machine 500 via the touch screen on video display 518 whilepushbutton may be used to initiate a game (e.g., initiate a spin ofdigitally displayed reels) and/or receive any other player input. Inalternative embodiments, button deck assembly 502 includes any number ofpushbuttons that enable electronic gaming machine 500 to function asdescribed herein. In some embodiments, button deck assembly 320 may besimilar to button deck 120 (shown in FIG. 1 ) and may be installedwithin an EGM such as gaming devices 104A-104X.

Referring to FIG. 5 , in the example embodiment, housing 514 includes anouter rim edge 522 extending around a perimeter of table surface 516 anda sidewall 524 depending from outer rim edge 522. In particular, outerrim edge 522 defines a first end 526 of housing 514 that is oriented toface cabinet 506 (shown in FIG. 4 ) and a second, opposed, end 528 ofhousing 514. In the example embodiment, button deck assembly 502 isconfigured to be coupled to cabinet 506 (shown in FIG. 4 ) such thatouter rim edge 522 at first end 526 contacts cabinet 506 and sidewall524 is received within an interior cavity (not shown) of cabinet 506. Inparticular, as shown in FIG. 4 , in the example embodiment, outer rimedge 522 at first end 526 sits flush against cabinet 506 (shown in FIG.4 ) when button deck assembly 502 is coupled to cabinet 506. Inalternative embodiments, button deck assembly 502 is configured to becoupled to cabinet 506 in any manner that enables electronic gamingmachine 500 to function as described herein.

In the example embodiment, housing 514 of button deck assembly 502 isslidably coupled to main cabinet 506 (shown in FIG. 4 ). In particular,in the example embodiment, button deck assembly 502 includes rails 530that are slidably coupled to brackets 532. Brackets 532 are configuredto be securely coupled to cabinet 506 (shown in FIG. 4 ). As a result,rails 530 and brackets 532 (broadly a “sliding mechanism”) enable buttondeck assembly 502 to be moveable along an extension axis 534 between aclosed position, in which housing 514 directly contacts cabinet 506(shown in FIG. 4 ), to an open position (not shown), in which housing514 is laterally spaced along extension axis 534 from cabinet 506. Insome embodiments, rollers (not shown) may be positioned between rails530 and brackets 532 to reduce frictional interaction between brackets532 and rails 530 when housing 514 is moved relative to brackets 532.

Referring to FIG. 6 , sidewall 524 (shown in FIG. 5 ) is removed toreveal the internal construction of button deck assembly 502. In theexample embodiment, housing 514 includes a frame 536 depending fromhousing 514 configured to hold various electronic components (not shown)of button deck assembly 502 therein. A locking assembly 538 depends fromframe 536 and is configured to facilitate locking button deck assembly502 in the closed position. In some embodiments, locking assembly 538may be covered by an access door (not shown) to permit operator accessto locking assembly 538 when button deck assembly 502 is in the closedposition.

In the example embodiment, a latching assembly 540 is coupled to buttondeck assembly 502 for releasably coupling pushbutton 520 (shown in FIG.5 ) to button deck assembly 502. Latching assembly 540 includes a lever542 positioned, at least in part behind (i.e., into the page in FIG. 6 )first end 526 of housing 514. Lever 542 includes an arm 544 that extendsbetween rails 530 and engages a latch 546 of latching assembly 540. Inthe example embodiment, latch 546 is coupled to pushbutton 520 (shown inFIG. 5 ) and configured to pivot relative to pushbutton 520 tofacilitate selectively securing and releasing pushbutton 520 relative tohousing 514. In the example embodiment, lever 542 is configured to bemoved relative to housing 514 of button deck assembly 502 to facilitateunlatching latch 546. Lever 542 is also configured to be engaged withlocking assembly 538 to facilitate locking lever 542 in positionrelative to latch 546, thereby inhibiting release of pushbutton 520. Inthe example embodiment, locking assembly 538 further inhibits movementof lever 542 relative to latch 546 when button deck assembly 502 is inthe closed position and is moved to the extended position.

FIG. 7 is a perspective view of button deck assembly 502 showingpushbutton 520 released from button deck assembly 502. In the exampleembodiment, during operation, once button deck assembly 502 is moved tothe extended position, an operator may move lever 542 away from firstend 526 of housing 514 (e.g., generally leftward in FIG. 7 ) to causelatch 546 to pivot relative to pushbutton 520 and release pushbutton520. As is shown in FIG. 7 , pushbutton 520 may then be lifted upwardfrom housing 514, or, more specifically, table surface 516, of buttondeck assembly 502, to separate pushbutton 520 from button deck assembly502. In alternative embodiments, button deck assembly 502 may include abiasing mechanism, e.g., a spring (not shown) that engages pushbutton520 and applies a force on pushbutton 520 to lift pushbutton 520relative to housing 514 when latch 546 is pivoted and pushbutton 520 isreleased.

In the example embodiment, pushbutton 520 also includes a wiredconnector 548, that is configured to be coupled to an internal connector(not shown) within button deck assembly 502. Wired connector 548 enablespushbutton 520 to be communicatively coupled with various electroniccomponents (e.g., a processor) of button deck assembly 502. In theexample embodiment, to remove pushbutton 520, wired connector 548 mayfirst be uncoupled from the internal connector (not shown) prior tolifting pushbutton 520 from button deck assembly 502. In alternativeembodiments, pushbutton 520 is configured to be communicatively coupledto internal components (not shown) of button deck assembly 502 in anymanner that enables pushbutton 520 to function as described herein.

FIG. 8 is an exploded view of button deck assembly 502. FIG. 9 is a sideview of button deck assembly 502. In the example embodiment, button deckassembly 502 includes pushbutton 520, latch 546, housing 514, a blockingbar 560, and lever 542. As described herein, latch 546 and lever 542collectively form a latching assembly 540 that is configured toreleasably couple pushbutton 520 to housing 514.

In the example embodiment, pushbutton 520 includes a button 562, a bezel564 surrounding button 562, and a lower rim 566. Button 562 isselectively depressible relative to bezel 564 and is operable to receivean input from a player during the wagering game by being depressedrelative to bezel 564. In the example embodiment, lower rim 566 iscoupled to bezel 564 and depends therefrom. In particular, in theexample embodiment, a least a portion of lower rim 566 is circumscribedby bezel 564. Wired connector 548 is coupled to lower rim 566 and isconfigured to transmit one or more signals to various electroniccomponents (not shown) of button deck assembly 502 indicating whenbutton 562 is pressed.

In the example, latch 546 includes a latch rim 568 and a pivot member570 coupled to and depending from latch rim 568. Latch rim 568 definesan aperture 572 (shown in FIG. 10 ) that is sized to receive at least aportion of pushbutton 520. More specifically, in the example embodiment,latch rim 568 is sized to circumscribe lower rim 566 of pushbutton 520such that lower rim 566 of pushbutton 520 may be received withinaperture 572 to selectively couple pushbutton 520 to latch 546. Inalternative embodiments, latch 546 is configured to engage pushbutton520 in any manner that enables latch 546 to function as describedherein. In the example embodiment, latch rim 568 is pivotably coupled tohousing 514. In alternative embodiments, latch 546 is coupled to housing514 in any manner that enables latch 546 to function as describedherein.

In the example embodiment, pivot member 570 includes a bridge 574 and aplug 576. Bridge 574 couples plug 576 to latch rim 568. Morespecifically, in the example embodiment, bridge 574 extends radiallyoutward from latch rim 568 (e.g., out of the page in FIG. 8 ) and plug576 extends transversely relative to latch rim 568 (e.g., downward inFIG. 8 ). As a result, as shown in FIG. 9 , during operation, when lever542 is engaged with latch 546 and latch 546 is engaged with pushbutton520, lateral movement of lever 542, or more specifically, lateralmovement of a handle 584 of lever 542, away from first end 526 ofhousing 514 (e.g., to the right in FIGS. 8 and 9 ), causes plug 576 tomove laterally relative to housing 514, thereby pivoting latch rim 568circumferentially about lower rim 566 from a first position, in whichlatch 546 secures pushbutton 520 to housing 514, to a second position,in which latch 546 is disengaged from pushbutton 520. Accordingly, inthe example embodiment, pivoting of latch rim 568 relative to pushbutton520 enables selective removal of pushbutton 520 from housing 514.

In the example embodiment, blocking bar 560 is slidably coupled tohousing 514 and is configured to move laterally (e.g., from left toright of the page as shown in FIG. 9 ) relative to housing 514. Inparticular, blocking bar 560 includes a foot plate 578 that is engagedwith lever 542 such that lateral movement of lever 542 relative tohousing 514 drives lateral movement of blocking bar 560 with lever 542.Blocking bar 560 may be slidably coupled to housing 514 via one or morerollers (not shown). In the example embodiment, as described in greaterdetail below with respect to FIGS. 11-14 , blocking bar 560 facilitatesselectively locking lever 542 in position relative to housing 514. Inalternative embodiments, button deck assembly 502 does not includeblocking bar 560.

Referring back to FIG. 8 , in the example embodiment, lever 542 extendslaterally between a first end 580 and a second end 582. Lever 542includes a handle 584 that is positioned at first end 580 and arm 544extends laterally from handle 584 to second end 582. As shown in FIG. 9, in the example embodiment, handle 584 extends beyond first end 526 ofhousing 514 such that first end 526 of housing is positioned betweenhandle 584 and second end 528. Accordingly, during operation, whenbutton deck assembly 502 is moved to the extended position, handle 584is exposed between first end 526 and cabinet 506 (shown in FIG. 4 ),enabling an operator to easily access handle 584 by reaching over buttondeck assembly 502. In the example embodiment, lever 542 further includesa leg 586 positioned at first end 580 and depending from handle 584below arm 544. In particular, in the example embodiment, leg 586 isconfigured to engage foot plate 578 of blocking bar 560. In alternativeembodiments, lever 542 engages blocking bar 560 in any manner thatenables lever 542 to function as described herein.

FIG. 10 is an exploded perspective view of a portion of button deckassembly 502. In the example embodiment, lever 542 defines a slot 588proximate second end 582. Plug 576 of latch 546 is received within slot588 to couple latch 546 to lever 542 and to facilitate pivoting latchrim 568 relative to lower rim 566, as described above with respect toFIG. 8 . In alternative embodiments, lever 542 is coupled to latch 546in any manner that enables button deck assembly 502 to function asdescribed herein.

In the example embodiment, latch rim 568 and lower rim 566 each includea plurality of cam features 590, 592 that facilitate selectivelycoupling latch rim 568 to lower rim 566. More specifically, in theexample embodiment, lower rim 566 defines a plurality of grooves 590 andlatch rim 568 includes a plurality of projections 592. Grooves 590 andprojections 592 are sized and positioned on lower rim 566 and latch rim568, respectively, in correspondence with one another. In particular,latch projections 592 are sized to engage grooves 590 by positioningpushbutton 520 relative to latch 546 such that grooves 590 are eachaligned with corresponding projections 592 on latch rim 568. Oncegrooves 590 and projections 592 are aligned, one of pushbutton 520 andlatch 546 may be rotated relative to the other such that projections 592secure lower rim 566 to latch rim 568. In alternative embodiments, camfeatures 590, 592 include a plurality of projections 592 and grooves 590on both latch rim 568 and lower rim 566. In the example embodiment,latch aperture 572 is sized to receive lower rim 566 therein. Inalternative embodiments, pushbutton 520 is configured to be coupled tolatch 546 in any manner that enables latching assembly 540 to functionas described herein.

FIG. 11 is a rear perspective view of button deck assembly 502. FIG. 12is an enlarged view of a portion of button deck assembly 502. FIG. 13 isa rear view of a portion of button deck assembly 502 showing lockingassembly 538 in a locked position. FIG. 14 is a rear view of button deckassembly 502 showing locking assembly 538 in an unlocked position.

Referring to FIG. 11 in the example embodiment, locking assembly 538includes an outer housing 593 coupled to housing 514 and a plurality ofcam locks 594 positioned within outer housing 514. A first cam lock 594includes a rotatable portion 596 and a locking plate 598 coupled torotatable portion 596 and extending radially outward therefrom. Camlocks 594 are coupled to key holes 600 (shown in FIG. 6 ) of lockingassembly 538 and are configured to rotate therewith. Locking plate 598is configured to engage foot plate 578 of blocking bar 560 (shown inFIG. 9 ) when cam lock 594 is in a locked position to facilitate lockingblocking bar 560 and lever 542 in position with respect to housing 514.During operation, an operator may move cam lock 594 to an unlockedposition (shown in FIG. 14 ) by inserting a key into a corresponding keyhole 600 (shown in FIG. 6 ) and rotating the key, thereby rotatingrotatable portion 596 and locking plate 598 to disengage locking plate598 with foot plate 578 of blocking bar 560.

Referring to FIG. 12 , in the example embodiment, leg 586 of lever 542defines a leg slot 588 sized to engage at least a portion of blockingbar 560 to facilitate coupling blocking bar 560 to lever 542. Morespecifically, in the example embodiment, leg 586 includes a boot 602that defines slot 588. Foot plate 578 of blocking bar 560 is receivedwithin slot 588 such that, during operation, when handle 584 (shown inFIG. 9 ) is moved laterally relative to housing 514, boot 602 engagesfoot plate 578 of blocking bar 560 to move blocking bar 560 with lever542.

As shown in FIG. 13 , in the example embodiment, foot plate 578 extendslaterally below boot 602 to engage locking plate 598 when first cam lock594 is in the locked position. In alternative embodiments, lever 542 isconfigured to engage cam lock 594 in any manner that enables button deckassembly 502 to function as described herein. For example, in someembodiments, where button deck assembly 502 does not include blockingbar 560, lever 542 may include a projection (not shown) unitarily formedwith lever 542 that engages cam lock 594 when cam lock 594 is in thelocked position. Referring to FIG. 14 , in the example embodiment, whencam lock 594 is rotated to the unlocked position, locking plate 598 ismoved out of engagement with foot plate 578 of blocking bar 560 tofacilitate lateral movement (i.e., out of the page in FIG. 14 ) of lever542 and blocking bar 560 relative to housing 514.

Exemplary technical effects of the methods, systems, and apparatusdescribed herein include at least one of: (a) facilitating hand operated(i.e., without requiring tools) removal of pushbuttons for servicing,installation, and/or removal; (b) improved ease of access for operatorsto push button releases; (c) improved life span of EGM and/or buttondeck by enabling replacement of push buttons; (d) reduced complexity inservicing, installation, and/or removal of push buttons, facilitating anon-technical operator to perform maintenance without technicianassistance; (e) reduced overall time required in servicing,installation, and/or removal of push buttons as compared with at leastsome known push button removal systems.

While the disclosure has been described with respect to the figures, itwill be appreciated that many modifications and changes may be made bythose skilled in the art without departing from the spirit of thedisclosure. Any variation and derivation from the above description andfigures are included in the scope of the present disclosure as definedby the claims.

What is claimed is:
 1. A button deck assembly for use with an electronicgaming machine having a cabinet, the button deck assembly comprising: ahousing extending from a first end oriented to face the cabinet to anopposed second end oriented to face a player at the electronic gamingmachine; a pushbutton releasably coupled to the housing; a latch beingpivotable relative to the pushbutton between a first position, in whichthe latch engages the pushbutton to secure the pushbutton to thehousing, and a second position, in which the latch is disengaged fromthe pushbutton to remove the pushbutton from the housing; and a leverengaged with the latch, the lever extending from the latch and beyondthe first end of the housing, wherein movement of the lever relative tothe housing pivots the latch between the first position and the secondposition.
 2. The button deck assembly of claim 1 further comprising asliding mechanism comprising a bracket and a rail slidably coupled tothe bracket, the bracket configured to be coupled to the cabinet and therail being coupled to the housing, wherein the housing is moveable alongan extension axis relative to the bracket.
 3. The button deck assemblyof claim 2, wherein the button deck assembly defines a longitudinal axisextending through the first end and the second end of the housing, thelongitudinal axis being generally parallel to the extension axis.
 4. Thebutton deck assembly of claim 1, wherein the lever comprises a handle,the handle being positioned beyond the first end of the housing suchthat the first end is positioned longitudinally between the handle andthe second end.
 5. The button deck assembly of claim 4, wherein movementof the handle towards the first end pivots the latch from the secondposition to the first position.
 6. The button deck assembly of claim 1,wherein the lever includes an arm that engages the latch, the leverextending from the latch to a handle.
 7. The button deck assembly ofclaim 1, wherein the latch includes a rim and a plug extendingtransversely relative to the rim, wherein the lever includes an arm thatis coupled to the plug.
 8. The button deck assembly of claim 1, furthercomprising a cam lock, coupled to the housing, wherein the cam lock isselectively moveable between a locked position, in which the cam lock isengaged with the lever, and an unlocked position, in which the cam lockis disengaged with the lever.
 9. The button deck assembly of claim 1,wherein the pushbutton comprises a first plurality of cam features andthe latch comprises a second plurality of cam features corresponding tothe first plurality of cam features, the second plurality of camfeatures being engaged with the first plurality of cam features tosecure the pushbutton to the housing when the latch is in the firstposition, and wherein the second plurality of cam features aredisengaged with the first plurality of cam features when the latch is inthe second position.
 10. An electronic gaming machine comprising: acabinet; a main display coupled to the cabinet and configured to displaya game; and a button deck assembly coupled to the cabinet, the buttondeck assembly comprising: a housing extending from a first end orientedto face the cabinet to an opposed second end oriented to face a playerat the electronic gaming machine; a pushbutton releasably coupled to thehousing; a latch being pivotable relative to the pushbutton between afirst position, in which the latch engages the pushbutton to secure thepushbutton to the housing, and a second position, in which the latch isdisengaged from the pushbutton for removing the pushbutton from thehousing; and a lever engaged with the latch, the lever extending fromthe latch and beyond the first end of the housing, wherein movement ofthe lever relative to the housing pivots the latch between the firstposition and the second position.
 11. The electronic gaming machine ofclaim 10, wherein the housing is slidably coupled to the cabinet andmoveable along an extension axis between a closed position, in which thehousing is positioned adjacent the cabinet, and an open position, inwhich the housing is laterally spaced from the cabinet, wherein thehousing contacts the cabinet when the housing is in the closed position.12. The electronic gaming machine of claim 10 further comprising asliding mechanism comprising a bracket and a rail slidably coupled tothe bracket, the bracket being coupled to the cabinet and the rail beingcoupled to the housing, wherein the housing is moveable along anextension axis relative to the bracket.
 13. The electronic gamingmachine of claim 12, wherein the button deck assembly defines alongitudinal axis extending through the first end and the second end ofthe housing, the longitudinal axis being generally parallel to theextension axis.
 14. The electronic gaming machine of claim 10, whereinthe lever comprises a handle, the handle being positioned beyond thefirst end of the housing such that the first end is positionedlongitudinally between the handle and the second end.
 15. The electronicgaming machine of claim 14, wherein movement of the handle towards thefirst end pivots the latch from the second position to the firstposition.
 16. The electronic gaming machine of claim 10, wherein thelever includes an arm that engages the latch, the lever extending fromthe latch to a handle.
 17. The electronic gaming machine of claim 10,wherein the latch includes a rim and a plug extending transverselyrelative to the rim, wherein the lever includes an arm that is coupledto the plug.
 18. The electronic gaming machine of claim 10, furthercomprising a cam lock, coupled to the housing, wherein the cam lock isselectively moveable between a locked position, in which the cam lock isengaged with the lever, and an unlocked position, in which the cam lockis disengaged with the lever.
 19. The electronic gaming machine of claim10, wherein the pushbutton comprises a first plurality of cam featuresand the latch comprises a second plurality of cam features correspondingto the first plurality of cam features, the second plurality of camfeatures being engaged with the first plurality of cam features tosecure the pushbutton to the housing when the latch is in the firstposition, and wherein the second plurality of cam features aredisengaged with the first plurality of cam features when the latch is inthe second position.
 20. A button deck assembly comprising: a housingextending from a first end oriented to face a cabinet to an opposedsecond end oriented to face a player; a pushbutton releasably coupled tothe housing; a latch being pivotable relative to the pushbutton betweena first position, in which the latch engages the pushbutton to securethe pushbutton to the housing, and a second position, in which the latchis disengaged from the pushbutton to remove the pushbutton from thehousing; and a lever engaged with the latch, the lever comprising ahandle and extending from the latch and beyond the first end of thehousing to the handle, wherein movement of the handle relative to thehousing pivots the latch between the first position and the secondposition.